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authorDalai Felinto <dfelinto@gmail.com>2017-08-25 15:19:27 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-08-25 15:22:21 +0300
commit0feeef89f06cf48e1ba14db6aeef296140bd04cb (patch)
tree769170f68ceee5cb87a09e1d2333c21cd686238a /source/blender/gpu/shaders
parent99b1f9f4f46fecd2d6fc1b3c7d37dc191887e4a9 (diff)
Fix T52528: generated texture mismatch between Cycles and Eevee
Finally orco should be working 100% on Eevee now. Thanks for Sergey Sharybin for reporting this.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 2470b607b07..17fc5e3dd92 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3148,7 +3148,7 @@ void node_tex_coord(
out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
out vec3 camera, out vec3 window, out vec3 reflection)
{
- generated = attr_orco * 0.5 + 0.5;
+ generated = attr_orco;
normal = normalize((obinvmat * (viewinvmat * vec4(N, 0.0))).xyz);
uv = attr_uv;
object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz;